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Should weather condition effect how you craft?

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Comments

  • What happens if you craft your sword in the sewers?
  • Gothix said:
    What happens if you craft your sword in the sewers?
    That would probably cause a poison effect on hit.
  • @SapphireJack
    Good thing about subscription mmo's is that they have huge potential to implement tons of new features post launch!
  • ArchivedUserArchivedUser Guest
    edited October 2017
    Not to mention that if there's only a chance, that becomes RNG in crafting, something which they've said there will not be. 
  • Ziltch said:
    Not to mention that if there's only a chance, that becomes RNG in crafting, something which they've said there will not be. 
    If that's the case then so far so good.

    Hopefully crafting will be instant, in a sense that there will be a 10-50 second long hammer smashing animation and you get your product, unlike something like sending a worker to do the crafting which can take about 5-12 hours to complete.
  • If crafting will be channeled (it usually is) I wonder if mats get consumed on start of channel or when channel finishes.

    If its the former, then I wonder what happens if you use mats, start channeling, and then in middle of channel someone attacks you and kills you.
  • There is no RNG in base crafting, but there is going to be RNG in enchanting. Travelling to the top of a mountain or down into a festering sewer to gain a proc of some sort on a weapon whether it be fire or poison would most likely qualify as an enchant, and be subject to whatever mechanic for enchant RNG they finally implement.


  • I think It's a pretty cool idea. You could have specific locations that add to that effect, pilgrimages would be made to these localisations to imbue your weapon with that element. I'm all for finding any reason to get players to roam out in the remote regions of the world.
  • @UnknownSystemError
    So you forge the sword with lava from the volcano and theres only a 10% chance for it to merge with the mats?

    I think traveling to that specific spot is enough effort if you consider that there will be bandits that try to steal the specific rare mats (to craft the sword) you just brought to them far away from civilization.

    Rng is just a replacement of thought out mechanics, so if you have a mechanic, like 'bring the iron together with the 'magic binding frozen orb' to the anvil at the volcano within 15 minutes or the orb is becoming water', you have something and theres no need for rng left.
    Adding rng to complete mechanics is a sin. It just forces people to repeat the same content over and over again. That might increase the time it takes to complete the game without extra developing effort, but it also makes the game frustrating/less enjoyable.

    And since you'd actualy be crafting the sword at that place, its crafting and not enchanting..
    Enchanting is synonym to adding some effect later on.
    So +1 for no rng through dev statements.  :p
  • Until they come out and state their plan all we have are snippets to go off of. They might do this or they might do that is all just mental and semantic gymnastics until some concrete information is given. With the lack of information being given out except in screened and canned response during livestreams, they leave the forums to become the current state of affairs of people rehashing old wishlists and "If I was a developer I would do this....." arguments. If you look on Discord at the interaction from actual developers like Jeffrey you have a total of 10 responses with the last being on April 25th and none of them anything about game development, just pithy responses about neckbeards and sandals. Last real input from Steven was a month ago and basically was an admonishment to ignore any theorycrafting from anything heard at PAX unless it comes as a direct quote from him. 

    Steven-09/06/2017

    Literally nothing said by bacon or my artists are confirmed. Quotebin that 
  • @UnknownSystemError
    Well yea thats true, but if we take effort into theorycrafting neat mechanics, theres at least the possibility for them to implement cool stuff provided by us. They might not even read anything of that, but if they think they could need some ideas at some point -> theres already a complete discussion about the topic with various solutions.
    They actualy dont have too much money to make this game and providing discussions about mechanics is another kind of donation imo.

    If the game fails in the end, it at least wasn't our fault by providing too few ideas about how to create a better game.  ;)

    Also, discussing about game mechanics is a nice time sink while waiting for the actual game smh lol.
  • I also vote no.
    Next thing ya know someone is gonna want moon phases to affect item drop chances and crafting success rates. ; ;
  • After that we might get success rates based on real life religion, atheists get a success debuff.
  • @salmoncat33
    werewolf drop tables should change at full moon  :*
    and there gotta be special herbs in clear nights!
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